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Thread: Fun with Nodes - Holo instancing, Batman!

  1. #1
    Almost newbier spiroz's Avatar
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    Fun with Nodes - Holo instancing, Batman!

    As previously mentioned, here's a primitive instancing
    made with nodes and some cubes. Nope, it's not anything
    near real instancing like Happy Digitals, but a fun technique
    which someone might find some use for some rainy day.

    Note that these instances cannot recieve or selfshadow
    and mess up real bad when intersected.

    Also, this setup makes use of DP-kit and an Object ID-node
    which I unfortunatly don't remember where i got it from.
    The instancing will work without the latter tho,
    just losing the random color part.
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  2. #2
    Both those plugins are from the genius Denis Pontonnier.

    http://pagesperso-orange.fr/dpont/pl...l_Nodes_2.html


    oh yeah - nice work.. care to explain.
    I'll be looking over the attachment tonite.
    Last edited by GregMalick; 07-09-2008 at 06:51 PM.

    Somewhere, over the rainbow....

  3. #3
    Really smart configuration, Spirosa! Thanks for sharing.

    Btw, the very useful Object ID node it's courtesy of James Willmott:

    http://www.symmetrix3d.com/index.php?page=plugins.php

    Thanks to him as well



    Gerardo

  4. #4
    Aloha and thanks for the correction.

    My apologies to James - no slight was intended.

    Somewhere, over the rainbow....

  5. #5
    spriosa, could you explain what the transform node does? been trying to look for some explanations in the docs but i couldnt find anything satisfactory.

    the setup, btw, is cool and no doubt very useful. thanks.
    "The hardness of God is kinder than the softness of men, and His compulsion is our liberation." - C.S. Lewis


  6. #6
    Almost newbier spiroz's Avatar
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    *omitting bad Michael Bay-joke*

    The transform 2 node rotates a vector with the input
    of three coordinates, Right, Up and Forward, while
    the simple transform node transforms between Object
    and World coordinates.

    In this context the ray is rotated by the instance
    coordinates, and the retrieved normal from the object
    is transformed to World coordinates.

    There are plenty of more stuff one can do with transforms,
    however, the coordinates is the tricky part. Theoretically one could
    do scaling, rotation and translation with it. Maybe someone more apt
    in math could fill me in on this though..

  7. #7
    Michael Nicholson zapper1998's Avatar
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    Thats really cool, thanks for the tips and stuff ...

    Michael
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  8. #8
    spirosa: thanks. i'd like to hear the michael bay joke, though.
    "The hardness of God is kinder than the softness of men, and His compulsion is our liberation." - C.S. Lewis


  9. #9
    Registered User adamredwoods's Avatar
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    I'm understanding some of this node.

    The box around the object returns a -1 so the ray won't catch any other objects. Genius!
    So then, when the node runs the ray trace, it returns -1 in the color, so that can be caught with the gradient filter and cause the pixel to be transparent.

    World spot - ray source = direction vector (could be normalized). Then this is passed to the transform2, which basically rotates the direction vector based on the instanced item's rotation.

    This gets me thinking and all.
    So could this be used on hypervoxels?
    Hypervoxels can use textures from a dummy object, by way of the hypervoxel surface shader "Surf Mixer".... and voila, nodes for hypervoxels.
    // To draw is to think and discover.

  10. #10
    Registered User adamredwoods's Avatar
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    Well, I tried to do what spriosa did and apply it to particles, via hypervoxels.

    This was as far as I got so far.... thoughts?
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    // To draw is to think and discover.

  11. #11
    Registered User
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    I was recently experimenting with this idea of "holo instancing" and here's where I've come so far:

    With this concept I am able to render 6th level Menger Sponge on 32bit lightwave.

    Before that I rendered it at 5th level but 32bit LW gave up and I had to do it on 64bit version. This 5th level Menger sponge had about 9 mln polys.

    What we've got here is what it would look like if we had over 165mln !! quads of pure geometry.

    Here are the pics. The inside view, full view and their wireframe versions before "instancing".
    Enjoy
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  12. #12
    All I can say is wow.

  13. #13
    Almost newbier spiroz's Avatar
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    Very cool, pyo!
    Would love to see a zooming animation of the 6th level..

  14. #14
    da what? daforum's Avatar
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    Does James Willmotts Object ID Node work on Mac?
    Montage Reel, Portfolio, PIN_01, Prime......«« go on, click on a link!

  15. #15
    da what? daforum's Avatar
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    Anyone?
    Montage Reel, Portfolio, PIN_01, Prime......«« go on, click on a link!

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